Don't misunderstand pushed to the brink for engaged. I understand that the community abhorred the original Pharos Sirius because it was "hard", but it was only hard because you couldn't AFK fairy your way through it or hold down rage of halone to win. You had to ACTUALLY use a few abilities to succeed. This wasn't hard despite what people say, but it certainly was engaging. You had to react to things happening. The things weren't hard, but there were consequences for failing and you had to use more than 1-2 buttons an entire fight. This is what I want from the dungeons at a bare minimum.
Now I know the "hard day work, easy game" mentality is a valid thing. I won't judge based on that. But let me ask this, do you actually enjoy going into Tam Tara, and holding down your impulse drive cooldown all dungeon (more dps than FT->VT). Do the tomes you get at the end of the dungeon bring any semblance of enjoyment to you or is it just a mindless chore that you like because it's not like your IRL job?
Sure getting Sastasha breaks up your Neverreap monotony, but then it adds your 1 button DPS rotation. You trade a pretty corridor for a darker less pretty corridor. Not sure how that breaks anything up IMO.
I sincerely wish they'd take some risks and push their comfort zone. I'm absolutely terrified SB is literally going to be HW in a new wrapper, which was just ARR with a new wrapper. I'm hoping I'm 100% wrong though. I'm rooting for SQEX!
Don't think so one dimensionally. Dungeons can be created with events that change the way you approach a dungeon, or optimal path, shaking up your experience every time you enter. Just adding more corridors does absolutely nothing for dungeon gameplay, for several reasons, one of which you stated.
I agree that some care would need to be taken to ensure that people don't just leave/spam reset. Not sure what system would be useful to curtail that though.
Regarding procedurally generated stuff, that would be awesome when they can finally make robust interesting gameplay with it.
That's because probably 40-60% of all pugs are either alt-tabbed most of the dungeon, or flat out AFK watching second monitor. I know this for an absolute fact because I've seen it, almost half the time I step in DF and measured it via ACT. I know that an ilvl 200 NIN can do more than 196dps over an entire dungeon, especially when I'm only 2 ilvl higher was averaging over 1k. That's not a bad player, that's someone deliberating choosing not to be engaged, and it's part SQEX's fault for designing content for players like this and not those who want to actually PLAY the game. IMO of course. I firmly believe battle content should always be engaging. Non-engaging stuff is what side content should be for. Again, IMO of course.
Your compromise isn't bad, but I think they should aim bigger. Try to find a way to keep all the current expansions dungeons relevant both from an engagement perspective and reward. I think part of the problem ties back to itemization honestly. The game just doesn't have anything fun or cool to give you as a reward. Everything is some arbitrary currency that just gets handed in for some kind of menu content.
Thank you for respecting my definition. Would you mind refreshing my memory what level appropriate rewards you're referring to? The only thing I remember is tomes. Which honestly IMO isn't good enough for a reward.
Very fair point. Other than to specifically help a friend never. I'll very briefly mention Timewalking even though it isn't directly related. I hate timewalking with a passion for the EXACT same reason I hate the sync system in FF14. It's actually even worse than level sync. I once fell asleep during my time walking weekly. No joke. I literally fell asleep for like 12 minutes and woke up and was kicked. That's how boring it was. Since then I have never done the weekly despite it offering good rewards. As you know I take 'engagement' very seriously in gaming. Engagement (aka fun) is my #1 priority in gaming.
Both games provide the same tmog fodder, so that comparison is irrelevant, otherwise I completely agree.
I know that I criticize FF14 a lot on these forums and you guys like to defend it, and assume that I like WoW or think its better, and have 0 criticisms for it (but trust me I have TONS).
I mean caves can be interesting, it's true that memorable locales are generally more interesting. For instance Cave of Shudom in Kings Field 2 (THROWBACK BOYS) was just a generic cave, but that place was a hidden secret, offered Earth Magic as a reward, and was very difficult and engaging to navigate. All in all even though it was just a cave, it was VERY rewarding to explore.